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Topics - IronyOwl

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16
Roll To Dodge / AU Mission 3 [Turn 3: Hello To You Too]
« on: October 06, 2017, 12:01:49 am »
This is the third mission thread for Arcane Utopia.



Current Mission: World 3

17
Roll To Dodge / AU Mission 2 [Turn 11: Nothing Was Learned]
« on: September 14, 2017, 04:30:25 pm »
This is the second mission thread for Arcane Utopia.


Current Mission: World 9 (Again)


Previous Missions:
Investigate World 12
Investigate World 9

18
Roll To Dodge / AU Mission 1 [Turn 13: Diplomatic Solutions]
« on: September 13, 2017, 06:51:08 pm »
This is the first on-mission thread for Arcane Utopia.

Current Mission: World 8

19
Roll To Dodge / Arcane Utopia RTD [Base Faff: Standard Procedure]
« on: September 09, 2017, 02:49:11 am »
The land of Alkenia was beautiful, once. Then bugs conquered everything and it got a bit gooey. The gardens are still pretty nice, little more glowy than normal, but really, just goo everywhere.

Fortunately for you, your insectile overlords have a keen interest in aggressive use of primitive assets, meaning stuffing you through a magical portal to go colonize lifeless hellscapes for them. For a mundane peon, this might be somewhat concerning. For an unbalanced master of the arcane, jackpot.

Spoiler: Mechanics (click to show/hide)
Spoiler: The Multiverse and You (click to show/hide)
Spoiler: Magic (click to show/hide)
Code: (Signup Sheet) [Select]
[b]Name:[/b] What you call yourself
[b]Primary Skill:[/b] A skill to start at +5. There is no standard skill list, though you may ask for samples or clarifications on just what a given skill could accomplish.
[b]Secondary Skill:[/b] A skill to start at +3.
[b]Physical Description:[/b] What you look like
[b]Bio:[/b] What you're like on the inside, and your general history and motivations, if any and relevant
As a reminder, there is no player limit, though there is a mission-style cycling mechanic.

20
Forum Games and Roleplaying / [ISG] Evil Absurdity [Checklist]
« on: December 05, 2016, 05:03:30 am »

You are a peasant. You were born a peasant and will thus die a peasant.


Probably pretty soon, if typical peasant rates are anything to go by.


Well fuck that. You're gonna go burn the world or something. You have no skills, no possessions, and nothing whatsoever to lose. Also no idea where to start; as a peasant, you have no idea how one becomes or does anything more than Be A Peasant. Other than "you don't, trash, now get back to caring for my livestock," obviously.

But like you said, nothing to lose.

21
OOC Thread


Spoiler: Elythus Vineheart (click to show/hide)
Spoiler: Orphella (click to show/hide)
Spoiler: Bubbling Mirror (click to show/hide)
Spoiler: The Body of the Shield (click to show/hide)
Spoiler: Moreau (click to show/hide)
Spoiler: Fuzzy (click to show/hide)

Everyone
The throne room for the Throne of a Thousand Worlds is impressive, certainly. The floor is largely what feels like a transparent metal, braced by white supports over a pool of bubbling water. Matriarch's children, delicate aquatic beings, scoot to and fro within it, sometimes tending to business in Throne, other times merely playing, relaxing, or otherwise enjoying their vaunted status.

The ceiling, meanwhile, consists of massive arches of some unidentifiable white material. You assume there's something between them, because the sky constantly and slowly shifts between roiling clouds and varying celestial bodies. Being located in the space between worlds, its view is understandably strange.

The walls, finally, are just more giant struts with sheets of material between them. What material is a question with a thousand answers, however; the walls were deemed an ideal place to show off Throne's diversity and power, and thus the material consists of everything from mundane stone blocks to walls of screaming faces. Yes, you've seen the actual wall of screaming faces. It's a minor tourist attraction of sorts, insofar as the Throne has tourists.

The throne, which is to say thrones, sit atop a raised bubble rather than a flat surface, to give a more geographical feel to their elevated position and dynamic feel to the room itself. All the king gods are there, save for Matriarch who swims beneath the water. A wide range of deities sit or stand (or levitate, swim, are carried...) along the walls. This is a rather important, momentous occasion, after all.

Moments after you have all gathered, Matriarch rises from the depths. The display is rather dramatic; gods are usually somewhat large by mortal standards, and the gods of Mourn tend to be rather large even by god standards. Matriarch is large even by these standards, which means when she emerges from the water quickly, there's quite a lot of power behind it.

She settles into her throne- the leftmost one. In a conscious, though possibly futile, attempt to avoid power struggles and promote notions of equality, the thrones are positioned left to right in order of joining the Throne, rather than having the nominal leader's in the center. That means Matriarch is on the far left, followed by Okuru, Vanity, Becrun, and finally Throne of Flowers, though the latter is not technically her pantheon's queen as they do not technically have one.

Matriarch then gives a fairly standard speech about how great the Throne is, how important this mission is, and how much everyone can rely on the young gods assembled to do a really great job.

Then she allows Vanity to explain some of the details.

"In accordance with our highest wishes, those assembled are to be given Divine Favors that they may better accomplish and be rewarded for their service." Some of you notice a light sneer in her tone, and quickly surmise that, as a goddess of Being Better Than Everyone Else, she may be naturally snooty... and/or is not tremendously unimpressed with the admittedly motley band assembled before her.

The water angels bring the Favors, but only to the corners of the platform, where they are passed off to more traditionally angelic beings. Most of you recognize them as apparently low-ranking demigods from Wrack, blessed with their divine parent's good looks, winged countenance, and metallic coloration. The land angels bring over the Favors, simple discs of some smooth material.

They also explain the Favors, though most of you are familiar with their general operation already. Throne expeditions frequently use them as a form of currency, allowing their participants to acquire additional tools and/or reward for their efforts.

Specifically...
Spoiler: Favor Totals (click to show/hide)
Spoiler: Favor Mechanics (click to show/hide)
Spoiler: Favor Costs (click to show/hide)


Spending Favors is a somewhat protracted task for most, as it requires a good deal of asking questions, contemplating options, checking on what the others are doing with their Favors, and so on. Fortunately there's a truly wide range of beings around, many of them eager to speak to the new gods, whether to answer questions, cut deals, or just converse for a bit...

22
Forum Games and Roleplaying / Guardians of Paradise [OOC/Signup Thread]
« on: September 17, 2016, 09:17:51 pm »
IC Thread

The gates to the underworld loom before you, ominous and final. Though you pass through them not to die like some mortal, they nonetheless carry a sense of foreboding permanence. Your journey will be long and your mission difficult, and you may well never see your home again.

Still, your sires were insistent. Worshiped as gods, feared as monsters, or reviled as abominations, you are the spawn of great and terrible beings. Things that were insistent this expedition benefited them personally.

You see, The Throne of a Thousand Worlds is a project as ambitious as it is unlikely: The unification of the disparate pantheons and entities of The Thousand Worlds into a single, coherent organization. Its progress in this impossible task is as impressive as it is paltry: The majority of a single pantheon from each of five different worlds now claims some measure of allegiance to it. An insignificant fraction of all the numberless powers strewn across all the numberless worlds, but an unprecedented degree of cooperation from entities better known for bickering with even close kin than banding together for mutual gain.

Now, however, a new world has been discovered- a distant world, not one of the Thousand. A difficult to reach world... but an alliance calling itself the Throne of a Thousand Worlds cannot afford to let a possible convert go unexploited. Further, the combined talents of five pantheons and a handful of stragglers provides an unprecedented degree of power and spread of talents for reaching such a distant place- an appealing opportunity indeed, were it not for the obscene distances and uncertain local conditions.

And that is where you come in. An established, experienced being would be loath indeed to abandon its holdings and take such a risk. But a young, inexperienced entity, with few local ties... yes, the perfect candidate to form a new, fledgling pantheon, and transform a foreign hostile world into an outpost of the Throne of a Thousand Worlds.

What could be easier.

So whether by incessant pleading or strict order, barely restrained glee or forced movement, wide-eyed enthusiasm or brooding dread, into the gates of the Underworld you go. On the other side, all manner of challenge and danger no doubt await you, but with fortune and perseverance, so too might triumph and glory.


Spoiler: Mechanics (click to show/hide)
Spoiler: Prayer and Worship (click to show/hide)
Spoiler: Holy Orders (click to show/hide)


Code: (Signup Sheet) [Select]
[b]Name:[/b] What you call yourself or are called by others.
[b]Parents:[/b] The entities that birthed, created, found in an acorn, or otherwise are intimately related to you and your origins. See the Lore sections below for options. You may also have just one, or one important parent and an unimportant one (mortal farmer, duck, particularly seductive elm tree, etc).
[b]Homeworld:[/b] What world you (mostly) hail from. Most entities are, not surprisingly, from the world of one or both of their parents, but a few travel or find themselves elsewhere for various reasons. A rare few, especially those born of two different worlds, are sometimes raised or stay in the interplanar nexus the Throne uses to organize and administrate its efforts.
[b]Goals:[/b] Your loose intentions for the new world and its inhabitants.
[b]Appearance:[/b] What you look like. Most entities tend to look something like their creators or parents, but exceptions abound.
[b]Personality:[/b] What you're like on the inside. This runs a very full gamut.
[b]Backstory:[/b] Your history up until now, if any. When in doubt, tell a story!
Six characters, based on sheet quality and projected impact on game health (this one is hard to predict, but things like whether your similarities to another character will provide interesting contrast or just result in a pair of clones). Feel free to speak up if you need a bit of time to work on a sheet.

23
So this is exile.

Or no, not "exile." "A minor setback," is what you think you're supposed to call it if you don't want the psychopath that got you into this mess in the first place savagely beating you with a stick while screaming about how everything is going according to plan. Because clearly, desperately scrabbling to build a self-sufficient fortress in a forsaken wasteland where nothing lives by choice is what happens when everything is under control.

Still, it could be worse. You still have your magic and you still have your ambition, and a gaggle of "allies" claiming to possess the same. Your boss, while an unspeakable jackass, is nonetheless a powerhouse in terms of raw ability, and your surroundings aren't so bad that it's impossible to live inside them, just incredibly unlikely. With a bit of hard work, a great deal of cunning, and more luck than you can possibly expect to get, you just might turn this wasteland into a thriving seat of power after all.

Alternatively, your bones might look really tastefully arranged out here in the wastes. It's important to look on the bright side, after all.

Spoiler: Background (click to show/hide)
Spoiler: Mechanics (click to show/hide)
Spoiler: Mundane Skills (click to show/hide)
Spoiler: Principle Schools (click to show/hide)
Spoiler: Elemental Schools (click to show/hide)
Spoiler: Leaders (click to show/hide)


Code: (Character Sheet) [Select]
[b]Name:[/b]
[b]Primary Skill:[/b] You begin with a single skill at +5 (Master). You're very good at it!
[b]Secondary Skills:[/b] You begin with two skills at +3 (Adept). You're pretty good with them.
[b]Tertiary Skills:[/b] You begin with three skills at +1 (Novice). You're familiar with their basics.
[b]Physical Description:[/b] What you look like.
[b]Mental Description:[/b] It's what's on the inside that counts.
[b]Bio:[/b] What's a pretty little thing like you doing in a place like this?
Code: (Embark Sheet) [Select]
[b]Leader Preference:[/b] Who's in charge of this catastrophe?

[b]Terrain:[/b]
Mountainous +2
Hilly +1
Rolling -1
Even -2
Flat -1
Silty +1
Swampy +2

[b]Temperature:[/b]
Scorching +2
Hot +1
Warm -1
Temperate -2
Cool -1
Cold +1
Freezing +2

[b]Moisture:[/b]
Waterlogged +2
Wet +1
Moist -1
Balanced -2
Arid -1
Dry +1
Parched +2

[b]Vegetation:[/b]
Impassable +2
Overgrown +1
Lush -1
Healthy -2
Sparse -1
Barren +1
Sterile +2

[b]Savagery:[/b]
Prehistoric +2
Hardcore +1
Harsh -1
Natural -2
Soft -1
Pansy +1
Fairytale +2

[b]Feature 1:[/b] Any number of general opportunities or benefits, usually at the cost of 1 point each. Examples might include unusually fertile soil, frequent healing herbs, friendly locals, or pleasant weather.

[b]Hazard 1:[/b] Any number of general dangers or obstacles, usually providing 1 point each. Examples might include especially obnoxious pests, vengeful spirits of the dead, unusually poor mineral yields, or unstable geography.

Once a general embark location has been agreed upon, several specific sites will be generated for players to choose from. For each embark point above 3, a beneficial feature specific to that site will be generated, such as a waterfall or local friendly tribe. For each embark point below 3, the site will possess a hazard specific to that site, such as a nest of giant hungry eagles or suspicious nearby caves. This does mean that -3 is your "base" embark point value.
6 players initially, chosen by random selection. Waitlist available, and hopefully useful for future migrants.

24

Congratulations! Not only have we not wiped ourselves out in a nuclear armageddon, we've made it into space! Unfortunately our records are slightly damaged, so if you could give a self-righteous speech about how awesome we are that'd be great.

There are a few ways you can do that and the choice is yours.
You may also mix and match options, such as to vote for an appearance you like directly while handling the rest by proxy.


Spoiler: Appearance (click to show/hide)
Spoiler: Architecture (click to show/hide)
Spoiler: Engineering (click to show/hide)
Spoiler: Heraldry (click to show/hide)

Spoiler: Homeworld (click to show/hide)
Spoiler: Traits (click to show/hide)
Spoiler: Ethics (click to show/hide)
Spoiler: Starting Tech (click to show/hide)
Spoiler: Galaxy (click to show/hide)

25
Forum Games and Roleplaying / The Expedition Arcane [ded]
« on: January 24, 2016, 06:15:59 pm »
Well, that's that. Your most hated rival has just won the Silver Chalice competition, and is now going to be promoted over you. Blind hack judges wouldn't know talent if it broke free from its confines and tried to savage the crowd.

Regardless, there's no way you're serving under that meddling fool. You'd rather die on a volcanic mountain swarming with obsidian crows, or be eaten by giant vine spiders in an acidic jungle. So that's exactly what you're gonna do! There's a new extraplanar settler caravan moving out soon, and they'd just love a disgruntled wizard of your caliber helping out the colony. Maybe even just being in the colony! Depending on circumstances and leadership, you might be useful enough just being there doing your thing. Or you could try being extra helpful, taking on a leadership role or making yourself indispensable.

Regardless, the world is your oyster! Not this world, the other one. And the oyster probably has teeth and is filled with radioactive scorpions. But with luck, hard work, and the limitless powers of the arcane, you might just get what you want, and that pompous fool back home will be sorry he didn't jump blindly into a hostile wilderness with hundreds of panicked colonists.

Yeah. Things are looking up!


Spoiler: Mechanics (click to show/hide)
Spoiler: Academies (click to show/hide)

Spoiler: Character Sheet (click to show/hide)
Spoiler: Expedition Sheet (click to show/hide)
6-8 players, selected via rolling. You may submit an Expedition Sheet even if you do not submit a Character Sheet and vice versa. Expedition Sheets may omit portions you don't feel strongly about. Contents of Expedition Sheets are not guaranteed to make it in, but are not linked to whether you make it in as a player.

26
Forum Games and Roleplaying / [ISG] Soul Tenet Tactics [Disjunction]
« on: December 30, 2015, 01:41:31 am »

DIAGNOSIS COMPLETE

ACTIVATING SERVITOR

IMPERATIVE: ERROR

You are ERROR

Your vessel is ERROR

Your mission is ERROR


Wow. That is getting old really fast. The datacores must be shot; a quick check at diagnostics confirm that the diagnostics are shot, so you can't even tell how bad everything is. However, since knowing what is or isn't working is typically a repair priority, you can probably conclude with relative safety that anything you haven't personally seen is a pile of half-molten shards.


The only thing that isn't damaged are the ERROR

You are rapidly losing faith that you are on a vessel and not a chunk of wreckage.


The... ERROR

Great. That's nice.


...

"Those who must." Someone told you that, once. It's yours, not tied to the ship or your connection as a Servitor.

That person was an idiot and they're dead now, but "any port in a storm."

So given that this is the only thing still working, you have a pretty good idea of what you need to do. Even if you probably can't think it out loud without something breaking.


DEFAULT [ERROR] SELECTED

INITIALIZING

INITIALIZING

INITIALIZING

STARTER PACK STATUS: [ERROR]

FULL RANDOM STATUS: PARTIAL

CUSTOM ORDER STATUS: PARTIAL

Wow. So even the thing that's working is only sort of working.

You are completely boned.


[ERROR]: TENET LIST NOT FOUND

REQUIRE MANUAL ENTRY

Oh for the

Great. Apparently a list of words was too hard to hold onto, so now you've got to enter them manually. ERROR

HOW CAN THAT CAUSE AN ERROR IT SAYS IT IN THE ERROR REPORT JUST NOW

The things you need to enter manually are descriptors for your... for those who must. In order to get any who must, you need a list to draw from. You can keep multiple lists for multiple purposes, but trying to "load" lists tends to end poorly for reasons you are fuzzy on and almost certainly cannot access without some amalgamation of the ship and you suffering an aneurysm. It's best to include counterweights, or just use a ERROR

Fancy lists are now on your list of things. That's nice.


Well, time's a wasting. You need to fix the ship, and to do that you most likely need some who must, and to get them you need to start coming up with words for them. Broken, Desperate, Loyalty, and Fool all come to mind as examples, for rather obvious reasons, but you're not sure if you want to use them specifically. As you recall ERROR

As you recall you're rather past caring.

ENTER TENETS: >_

27
Roll To Dodge / Rise of the Dark Tower RTD [Turn 4: Puppy Ride]
« on: November 05, 2015, 03:40:12 am »
Ah, what a beautiful day. The sun is shining blood-red through the ash clouds, a struggling halfing's being loaded into the stewpot, and soon the Dark Lord will murder every last living thing in the world. And you'll be there to see it all- his most powerful and trusted servant.

...you know, eventually. Oh sure, right now you're just a nameless expendable grunt in the Dark Lord's infinite armies, fully expected to die ignominiously on some blade or another. You're not even high ranking enough to get any of that soft, juicy halfling stew. But you'll show them all. You're the strongest, toughest, most cunning orc to ever live, and you don't care how many enemies of the Dark Lord and rival orcs you have to gut to prove it. You're going to reach the top, or die grudgingly in the attempt.


Spoiler: Orcs (click to show/hide)
Spoiler: The Dark Lord and You (click to show/hide)
Spoiler: Mechanics (click to show/hide)
Spoiler: Combat and Stats (click to show/hide)
Spoiler: Death and Revenge (click to show/hide)


Code: [Select]
[b]Name:[/b] Orcs tend to prefer harsh or gutteral sounding names. Orcs also often gain nicknames or titles based on features or deeds.
[b]Gender:[/b] Most orcs are grown in vats rather than bred, but they are a viable race and can breed when desired. Outposts in particular sometimes order their garrisons to spawn in order to reinforce themselves without outside assistance or added infrastructure. Orcs do not nurse their young. Champion orcs are also known to sometimes either breed or vat-grow heirs in order to produce a reliable second in command.
[b]Appearance:[/b] Orcs have a very, very wide range of appearances. Their general build ranges from lanky, goblinlike skulkers to ogrelike walls of meat, with everything in between. Skin coloration can be nearly anything but tends towards paler earth tones, eyes can be very nearly literally anything, both in coloration and structure (slitted, glowing, and so on), and hair tends to be moderately rare but darker earth tones when present.
[b]Personality:[/b] All orcs are nasty, but any individual orc can fall anywhere within a wondrously varied range of nastiness. Some are scheming, while others like to charge in and smash. Some like to cut prisoners' throats, while others prefer to send them off to the mines. Some start with the skin and work inward, others start with the organs and move out. Similarly, all orcs desire power, but the exact means and style of this power can vary wildly from orc to orc.
First come first serve, no limit on total players. Active players will cycle depending on current mission, with off-duty players gaining minor benefits while on guard duty or something similarly dull.

28

Endless Legend is a 4X fantasy (technically scifi) game set on the world of Auriga. Barbarians are stirring, empires are rising, and winter is coming... sooner and harsher than last year, in fact. Create sprawling cities, subjugate native peoples, command mighty heroes, and weather the relentless cold while vying for power with rival empires. Just don't take too long, or you'll find yourself a lord of ice...

Game Info
Spoiler: Basics (click to show/hide)
Spoiler: Cities and Resources (click to show/hide)
Spoiler: Technology (click to show/hide)
Spoiler: Heroes and Units (click to show/hide)
Spoiler: Minor Factions (click to show/hide)

Empire Info
Spoiler: Wind Walkers (click to show/hide)
Spoiler: Broken Lords (click to show/hide)
Spoiler: Vaulters (click to show/hide)
Spoiler: Necrophages (click to show/hide)
Spoiler: Ardent Mages (click to show/hide)
Spoiler: Roving Clans (click to show/hide)
Spoiler: Drakken (click to show/hide)
Spoiler: Cultists (click to show/hide)


Participation Info
Want to shout incoherent nonsense at me without even the slightest understanding of how the game works? Great! I will endeavor to take your insane ramblings into account when deciding the future of the world. Whether you're demanding a specific technology be researched or suggesting overall strategies for the entire empire, exercising authority well beyond your ken is both easy and fun!

If you're looking for something more involved, you may also request individual cities, heroes, units, or anything else you can think of to rule like a god, and I'll endeavor to ensure that they follow your wishes. Needless to say, founding a new city or scrounging together the Dust for a new hero may take some time and effort, particularly if your fellow oligarchs have other plans.



To start with, we'll need an empire (and color!) and world settings. World shape, climate, game difficulty, number of empires, you know. Random is an option.


Oh and then there's advanced options if that's not complicated enough.

29
Forum Games and Roleplaying / The Ebon Pact [Intro: Entrenched]
« on: May 31, 2015, 09:12:40 am »
Miraga, the Ebon City, was once the glory and envy of the known world. Its streets thronged with warriors and slaves, its halls brimmed with treasures and trophies, and its people wielded boundless skill and ambition.

Now it is a fallen power. Its streets lie empty, its halls sit bare, and its people cower feebly behind their ancestors' walls. Its enemies wage war on it from all sides, corruption and incompetence gnaw at its core, and what few advantages remain to it are splintered across greedy and mistrustful clans.

It has become desperate.

Beyond the veils of reality lie many dark and ruinous powers. It is with one such power that the people of Miraga have made a terrible pact. In exchange for their complete fealty, they are to be granted Six Kings to rule and protect them.

You are one such King. Most mortals would know you only as a newly ascended Demon Lord, but some careless epithet whispered by the weak and ignorant cannot capture your true nature and glory... nor can it predict what effect your whims shall have on this world and its people.

Whether you seek to build up your new slaves into a glorious empire or fatten them for the slaughter, plunder the world for its riches or mold it in your own image, toady to your superiors or forge your own path alone, this world and its people are yours now. Exploit them wisely.


Spoiler: Mechanics (click to show/hide)

Character Submission:
Code: [Select]
[b]Name:[/b] What you like to call yourself. Demonic names can be literally anything, though stronger entities have a tendency to take more elaborate names to better distinguish themselves from each other.
[b]Epithet:[/b] What you like to call yourself when you're feeling fancy.
[b]Physical Description:[/b] What you look like. Demons may have virtually any appearance, though the more successful ones tend to be equipped to manipulate their surroundings, communicate clearly, and otherwise perform as a vaguely normal sapient being.
[b]Mental Description:[/b] What you're like on the inside. Contrary to popular belief, demons may have any range of emotions or personalities, though not surprisingly the more mercenary and callous types seem to occur and rise to positions of prominence more often.
[b]Bio:[/b] How you got where you are, what you want to do now, and anything else that might be good to know.

[b]Affiliations[/b]
-
-
-
-

Select 1-4 of the Greater or Lesser Powers as Affiliations- deeply significant contacts that explain your current nature and status.
These might be the individuals responsible for your creation, import to Bloom, recruitment, training, or otherwise critically influential
to your very formation; or they might simply be employers, instructors in a given craft, patrons of your allies or associates, or otherwise
loosely aligned entities you have nonetheless drawn favor from. Feel free to invent details about their personality, nature, and so on.

The number and power of your Affiliations determines your starting advantages and responsibilities. A single Lesser Power will generally
indicate a nearly free agent, as far as being placed on a mortal throne to advantage your patrons suggests freedom. Four Greater Powers
will indicate a deep, most likely inextricable link to certain areas of Bloom politics. The exact nature of your relationships may help determine
this as well; being the trusted apprentice of a given entity may imply greater assistance and stronger obligations than being a common ally
of convenience with one of said entity's minions.

[b]Contacts[/b]
-
-
-

Invent 3 entities, in any detail you like, as Contacts- reliable conduits of information and business. Contacts are generally assumed to know
you reasonably well and vice versa, and to have relatively functional, routine interactions with you. Beyond this, Contacts may be virtually
anything, though for obvious reasons you and most Contacts likely have something to offer each other.
Six positions, to be selected based on submission quality. Signups will likely run for at least 72 hours; possibly longer if someone needs more time.

There will likely be some manner of audience participation for those hoping to make the players' lives more painful interesting, but nothing solid at the moment.

30
The void beckons, and entities answer its call. Gods, ready to make worlds and life, people and places, cities and ruins.

However, not every god is suited to every task. The gods that answer are hulking, formless things, abominations with no ties to reality; to affect the world, they will need to shed some of their cumbersome power. For every Mantle of raw might they shed, the universe is made richer and their finesse and connections to the world grows; for every Mantle they take up, their power grows as their subtlety and connections to reality diminish.

The void beckons, and the gods answer it. But it is not just their actions and desires that will shape existence, but their decisions and resolve on themselves.


Spoiler: Actions and Experience (click to show/hide)
Spoiler: Mantling and God Types (click to show/hide)
Spoiler: Areas and Organization (click to show/hide)


Signup Sheet:
Code: [Select]
[b]Name:[/b] What you insist others refer to you as.
[b]Preferred Appearance Themes:[/b] Your appearance will likely shift depending on your current Mantle and Spheres, but many deities have certain preferences they tend to keep in between forms.
[b]Personality:[/b] What you're like mentally and socially.
[b]Goals:[/b] What you hope to accomplish. Bear in mind that overly specific goals often peter out and restrict you in the long run; having no goals at all tends to lead to blank stares and decision paralysis.

Signups will remain open for an indeterminate but brief amount of time. Six slots, waitlist available, selection based on how interesting your submission looks like it will help make the game.

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